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Elmlea Single

   (3 reviews)

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16 (+1 ending) maps created by Pinchy based on funny meme ideas


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galileo31dos01

  

Done with these settings:

 

- GLBoom+ 2.5.1.4.

- Ultra-Violence.

- Pistol starts.

- Saves every 10 minutes or no saving.

 

This is a funny memewad of concepts and tricks from the Boom engine. It's anything alike classic conventional Doom gameplay, ergo the chosen compatibility, and brings a specific gimmick in a satirical form for each map. Aesthetics are part of the idea too, by way of monotextured layouts of the simplest geometry, such as to find out which sector/linedef has an action, and mostly grey and brown as the predetermined colours, with a bit of green and red bricks in some levels. Besides, skies made of one resized texture, and music from TV series and movies, the ideal recipe for an experience in Doom one doesn't opt for everyday. 

 

Concept-wise, it's much appreciable to experience each map on its own, even more when the idea of carryovers will only block your progress in survival maps: better leave in bad shape and restart freshly than carry less than 15 hit points and be eternally murdered by former human ambushes. This example is one of Pinchy's numerous parodies of unconventional/inconvenient situations we've all been through in Doom. Humping walls to find progress like in primitive maps, having the screen constantly tinted because of pickups, being harassed by incoming projectiles from monsters out of your FOV, that fear of eating your own splash damage because the door can close at any moment, these are just a few of the most hilarious cases I've seen here. It wouldn't be bad to say not all of the gimmicks were clear enough to me, still don't know what's the meme in map 13. Same in some of the later maps, they seemed to have less ridiculous and more serious content, or at least not something different from earlier maps, but if anything I support that seemingly passion for zombiemen hordes, which held up my enjoyment most of the time. Funnily enough, it wasn't until the very last map that I laughed out loud at doomguy's surroundings, and there was nothing else than THE END messages under a sky in fireblu. Guess I couldn't hold my laugh for too long.

 

Secret-wise, it's interesting to me that in a wad of this category the only existing secrets serve as a combination of the gimmick in question and helpful extras for survival. The second map's way to hide secret sectors is quite funny indeed. As for favourite maps, I found the concepts in map 02, 04, 07, 09 and 15 to entertain me more, last one because it tickled my fancy for exploration. Some of the rest like 05, 07, 11 and 14 woke my other feelings, not only they made me laugh but also feel tense, those imps and troopers could not beat me!... not more than twice...

 

Overall, even if not all of the maps made sense, or had strange concepts I didn't understand, the point was to laugh, and I believe that was achieved here. Because laughter is good for the organism, check this out. My rate is 7/10. 

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NuMetalManiak

  

I actually haven't played this just yet, but I feel like I need to get something off my chest before I get to playing this wad. So read below:

 

Whoever is immediately downvoting my reviews as not helpful, even almost the instant I post them, get a fucking life. I want to know what I did that is making you hate everything I do. Come forward and speak, fucking coward. I try what I can to make my reviews worthy enough so that people can actually read some insight before playing a wad, and I'm as accurate as I can get. So then, whoever you are, tell me what I need to do to improve.

 

Still, downmarking everyone's reviews, especially the ones that just get recently updated, isn't really helping your cause. It isn't even helping any type of a cause, if you make of one. This hasn't happened to some of the more recent reviews right now, but it seems to happen more often to me than it does to others, and I bet this vote trolling isn't gonna stop soon. It should though. Either I'm doing something horribly wrong or someone just hates me or something.

Response from the author:

(Un)fortunately it's not just you, most of my recent reviews got thumbs down, short after posting them. You do you, I think it's better to ignore them since the votes are anonymous and clearly for trolling purposes, not worth the bad blood. -galileo31dos01 (why can't we respond while logged in?...)

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Voltcom9

  

This was an experience similar to the end of the movie 2001... It throws all conventional Dooming etiquette out the airlock and into the vacuum of space.

Once I started playing this I simply had to keep playing, just to see how ridiculously stupid things could get. 

As a jokewad I'd say it does it's job pretty well. It's worth a download if you want a laugh. 

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  • File Reviews

    • By Agent6 · Posted
      And thus, oh you know what I'm going to say already, Doom 64 for Doom II has been finished, played through GlBoom+ 2.5.1.5 on UV.   So for an introduction, as the name implies D64D2 is a recreation of the classic Doom 64 originally released as a console exclusive for the N64. It aims to recreate the levels along with their gameplay using mostly vanilla Doom II resources. It features a new menu background, ENDOOM screen, new music, a few new enemies, namely the Nightmare Imp and Cacodemon as well as the final boss the Mother Demon, a few new textures, new intermission messages, a new end level screen, but no custom sounds or weapons, meaning that the unique and iconic Unmaker was not recreated in any way.   For a recreation, I must say that the levels and their gameplay come quite close to the original Doom 64, nonetheless various liberties have been taken in different forms, ranging from new takes on various puzzles to completely new levels, as well as the usage of the enemies who were absent from the original due to memory limitations. The usage of enemies who were absent from the original game comes with mixed results as it doesn't always work, probably one of the most obvious flaws in the game. This is most noticeable primarily in the levels that came closest to their D64 counterpart as the environment was clearly not designed with them in mind. For instance, you'll encounter Revenants on narrow corridors quite often, and sometimes even Arch-Viles. This isn't a problem in larger areas where it's usually quite fun to fight them, but not in those particular areas. Chaingunners do seem to work quite well however since they can easily blend with the rest of the hitscanners.   Compared to the original D64, a major difference could be the tone and atmosphere of the game. D64 was slower paced and more atmospheric, whereas D64D2 is faster paced with less emphasis of that element, supported by the amazing but more action/fun oriented soundtrack. Perhaps the darker, much more hellish levels such as Unholy Temple are the most atmospheric levels in the entire game, and also the best looking. Unholy Temple is definitely my favorite level here.   While on the subject of changes, some of them are very interesting. In the Void is probably the most surprising for me. The original featured a light blue sky and a rather foggy atmosphere while the level itself was pretty bright, how does this map look like in D64D2? Well, it seems to literally take place in a void now. Indeed, the sky is now completely black, but luckily poor visibility was avoided, at least for the most part, so there's no difficulty in seeing the enemies and where they are. It's a change that works well, unlike others. The most drastic changes were probably done to The Absolution, where you can now find 3 keys, but you need to complete various puzzles to reach them, and not the exciting or fun type. The room with the yellow skull was probably the only fun one, the others? Well, for the red key you have to go through an awkward platforming section where everything, including the enemies are obviously, cloaked in darkness, while the blue key has a puzzle comparable to the room with the red key (Demon key on the original D64) on Outpost Omega, except that it's more tedious. Not exactly changes done for the better. I don't know how exactly they impact the level though, but in my playthrough I didn't even fight the Mother Demon, I just heard her screaming once while I was fighting the teleporting enemies thinking that she finally showed up, only for the end level screen to appear, so I assume she died somehow.   D64D2 also comes with some exclusive levels that were not part of the original D64, and I personally think they're little more than filler maps. They're not terrible, but not great either, and I can't find any reason for why they exist. Well, at least they're very short and straightforward, so you don't waste much time with them. And while being on the subject, some of the secret levels from the original have been turned into regular maps, meaning that you don't have to search for secret exits to reach them. One such example is Outpost Omega.   All things considered, D64D2 manages to capture the spirit of D64 while also making plenty of changes, yet generally remaining faithful to the original. Some changes might have been for the worse, but there's plenty done for the better as well. It's pretty short and easy, just like the original, so it can be finished in a day, you can't go wrong with it. A collective effort for an ambitious project that should be well worth your time if you like Doom 64 and want to see a different take on it.
    • By AgentSpork · Posted
      This one took me by surprise. Absolutely wonderful use of stock Doom 2 resources, great atmosphere / world building, and doesn't overstay its welcome. 5/5.
    • By AgentSpork · Posted
      Pretty cool couple of maps! Nice use of stock Doom 2 resources.
    • By Classicgamer6 · Posted
      Two pretty good maps from 1994 that have some interesting ideas in them that show the author wasn't afraid to experiment. With some minor changes these two levels could go from decent to good.
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